MySafeCode commited on
Commit
01032e6
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1 Parent(s): 2158f0d

Update src/app.py

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Files changed (1) hide show
  1. src/app.py +154 -154
src/app.py CHANGED
@@ -1,154 +1,154 @@
1
- import streamlit as st
2
- import json
3
- from pathlib import Path
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-
5
- st.set_page_config(page_title="Shader + Comments JSON", layout="wide")
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-
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- st.title("🌀 Shader + Comments (Hugging Face Ready)")
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-
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- # -------------------------------
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- # Use /data folder for persistent storage
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- # -------------------------------
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- DATA_DIR = Path("./data")
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- DATA_DIR.mkdir(exist_ok=True)
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- COMMENTS_FILE = DATA_DIR / "comments.json"
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-
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- # Load existing comments
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- if COMMENTS_FILE.exists():
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- with open(COMMENTS_FILE, "r") as f:
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- comments = json.load(f)
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- else:
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- comments = []
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-
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- # -------------------------------
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- # Determine current shader
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- # -------------------------------
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- shader_code_default = """
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- precision mediump float;
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- uniform vec2 iResolution;
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- uniform float iTime;
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-
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- void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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- vec2 uv = fragCoord / iResolution.xy;
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- vec3 col = 0.5 + 0.5*cos(iTime + uv.xyx + vec3(0,2,4));
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- fragColor = vec4(col,1.0);
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- }
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- void main() { mainImage(gl_FragColor, gl_FragCoord.xy); }
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- """
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-
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- latest_shader = shader_code_default
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- for c in reversed(comments):
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- if c.get("type") == "shader":
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- latest_shader = c["content"]
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- break
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-
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- # -------------------------------
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- # Shader editor
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- # -------------------------------
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- shader_code = st.text_area("Shader Code (GLSL Fragment Shader)", latest_shader, height=250)
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-
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- # -------------------------------
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- # WebGL Canvas
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- # -------------------------------
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- html_code = f"""
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- <canvas id="glcanvas" width="800" height="500"></canvas>
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- <script>
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- const canvas = document.getElementById('glcanvas');
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- const gl = canvas.getContext('webgl');
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- if (!gl) {{
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- alert('WebGL not supported');
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- }}
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-
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- const vertCode = `
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- attribute vec4 a_position;
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- void main() {{
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- gl_Position = a_position;
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- }}
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- `;
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-
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- const fragCode = `{shader_code}`;
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-
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- function createShader(gl, type, source) {{
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- const shader = gl.createShader(type);
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- gl.shaderSource(shader, source);
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- gl.compileShader(shader);
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- if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {{
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- alert(gl.getShaderInfoLog(shader));
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- }}
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- return shader;
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- }}
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-
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- const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertCode);
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- const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragCode);
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-
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- const program = gl.createProgram();
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- gl.attachShader(program, vertexShader);
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- gl.attachShader(program, fragmentShader);
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- gl.linkProgram(program);
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- gl.useProgram(program);
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-
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- const positionBuffer = gl.createBuffer();
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- gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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- gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
93
- -1, -1, 1, -1, -1, 1,
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- -1, 1, 1, -1, 1, 1
95
- ]), gl.STATIC_DRAW);
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-
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- const positionLoc = gl.getAttribLocation(program, "a_position");
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- gl.enableVertexAttribArray(positionLoc);
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- gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
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-
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- const iResolution = gl.getUniformLocation(program, "iResolution");
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- const iTime = gl.getUniformLocation(program, "iTime");
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-
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- function render(time) {{
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- gl.uniform2f(iResolution, canvas.width, canvas.height);
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- gl.uniform1f(iTime, time * 0.001);
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- gl.drawArrays(gl.TRIANGLES, 0, 6);
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- requestAnimationFrame(render);
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- }}
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-
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- requestAnimationFrame(render);
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- </script>
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- """
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-
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- st.components.v1.html(html_code, height=520)
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-
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- # -------------------------------
118
- # Comments Section
119
- # -------------------------------
120
- st.markdown("---")
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- st.subheader("💬 Comments / Add New Shader")
122
-
123
- comment_type = st.radio("Type", ["Normal Comment", "New Shader"])
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-
125
- with st.form("comment_form", clear_on_submit=True):
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- user_name = st.text_input("Your name", "")
127
- user_content = st.text_area("Content", "", height=80)
128
- submitted = st.form_submit_button("Submit")
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-
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- if submitted and user_content.strip():
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- new_comment = {
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- "name": user_name or "Anonymous",
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- "content": user_content,
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- "type": "shader" if comment_type == "New Shader" else "comment"
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- }
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- comments.append(new_comment)
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-
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- # Save to JSON in /data folder
139
- with open(COMMENTS_FILE, "w") as f:
140
- json.dump(comments, f, indent=2)
141
-
142
- st.success("Saved!")
143
-
144
- # If it's a shader, update editor immediately
145
- if new_comment["type"] == "shader":
146
- st.experimental_rerun()
147
-
148
- # Display all comments
149
- for c in reversed(comments):
150
- if c["type"] == "shader":
151
- st.markdown(f"**{c['name']} added a new shader:**")
152
- st.code(c["content"], language="glsl")
153
- else:
154
- st.markdown(f"**{c['name']}**: {c['content']}")
 
1
+ import streamlit as st
2
+ import json
3
+ from pathlib import Path
4
+
5
+ st.set_page_config(page_title="Shader + Comments JSON", layout="wide")
6
+
7
+ st.title("🌀 SSSSSSSSSSSSSSSSShader + Comments (Hugging Face Ready)")
8
+
9
+ # -------------------------------
10
+ # Use /data folder for persistent storage
11
+ # -------------------------------
12
+ DATA_DIR = Path("./data")
13
+ DATA_DIR.mkdir(exist_ok=True)
14
+ COMMENTS_FILE = DATA_DIR / "comments.json"
15
+
16
+ # Load existing comments
17
+ if COMMENTS_FILE.exists():
18
+ with open(COMMENTS_FILE, "r") as f:
19
+ comments = json.load(f)
20
+ else:
21
+ comments = []
22
+
23
+ # -------------------------------
24
+ # Determine current shader
25
+ # -------------------------------
26
+ shader_code_default = """
27
+ precision mediump float;
28
+ uniform vec2 iResolution;
29
+ uniform float iTime;
30
+
31
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
32
+ vec2 uv = fragCoord / iResolution.xy;
33
+ vec3 col = 0.5 + 0.5*cos(iTime + uv.xyx + vec3(0,2,4));
34
+ fragColor = vec4(col,1.0);
35
+ }
36
+ void main() { mainImage(gl_FragColor, gl_FragCoord.xy); }
37
+ """
38
+
39
+ latest_shader = shader_code_default
40
+ for c in reversed(comments):
41
+ if c.get("type") == "shader":
42
+ latest_shader = c["content"]
43
+ break
44
+
45
+ # -------------------------------
46
+ # Shader editor
47
+ # -------------------------------
48
+ shader_code = st.text_area("Shader Code (GLSL Fragment Shader)", latest_shader, height=250)
49
+
50
+ # -------------------------------
51
+ # WebGL Canvas
52
+ # -------------------------------
53
+ html_code = f"""
54
+ <canvas id="glcanvas" width="800" height="500"></canvas>
55
+ <script>
56
+ const canvas = document.getElementById('glcanvas');
57
+ const gl = canvas.getContext('webgl');
58
+ if (!gl) {{
59
+ alert('WebGL not supported');
60
+ }}
61
+
62
+ const vertCode = `
63
+ attribute vec4 a_position;
64
+ void main() {{
65
+ gl_Position = a_position;
66
+ }}
67
+ `;
68
+
69
+ const fragCode = `{shader_code}`;
70
+
71
+ function createShader(gl, type, source) {{
72
+ const shader = gl.createShader(type);
73
+ gl.shaderSource(shader, source);
74
+ gl.compileShader(shader);
75
+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {{
76
+ alert(gl.getShaderInfoLog(shader));
77
+ }}
78
+ return shader;
79
+ }}
80
+
81
+ const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertCode);
82
+ const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragCode);
83
+
84
+ const program = gl.createProgram();
85
+ gl.attachShader(program, vertexShader);
86
+ gl.attachShader(program, fragmentShader);
87
+ gl.linkProgram(program);
88
+ gl.useProgram(program);
89
+
90
+ const positionBuffer = gl.createBuffer();
91
+ gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
92
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
93
+ -1, -1, 1, -1, -1, 1,
94
+ -1, 1, 1, -1, 1, 1
95
+ ]), gl.STATIC_DRAW);
96
+
97
+ const positionLoc = gl.getAttribLocation(program, "a_position");
98
+ gl.enableVertexAttribArray(positionLoc);
99
+ gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
100
+
101
+ const iResolution = gl.getUniformLocation(program, "iResolution");
102
+ const iTime = gl.getUniformLocation(program, "iTime");
103
+
104
+ function render(time) {{
105
+ gl.uniform2f(iResolution, canvas.width, canvas.height);
106
+ gl.uniform1f(iTime, time * 0.001);
107
+ gl.drawArrays(gl.TRIANGLES, 0, 6);
108
+ requestAnimationFrame(render);
109
+ }}
110
+
111
+ requestAnimationFrame(render);
112
+ </script>
113
+ """
114
+
115
+ st.components.v1.html(html_code, height=520)
116
+
117
+ # -------------------------------
118
+ # Comments Section
119
+ # -------------------------------
120
+ st.markdown("---")
121
+ st.subheader("💬 Comments / Add New Shader")
122
+
123
+ comment_type = st.radio("Type", ["Normal Comment", "New Shader"])
124
+
125
+ with st.form("comment_form", clear_on_submit=True):
126
+ user_name = st.text_input("Your name", "")
127
+ user_content = st.text_area("Content", "", height=80)
128
+ submitted = st.form_submit_button("Submit")
129
+
130
+ if submitted and user_content.strip():
131
+ new_comment = {
132
+ "name": user_name or "Anonymous",
133
+ "content": user_content,
134
+ "type": "shader" if comment_type == "New Shader" else "comment"
135
+ }
136
+ comments.append(new_comment)
137
+
138
+ # Save to JSON in /data folder
139
+ with open(COMMENTS_FILE, "w") as f:
140
+ json.dump(comments, f, indent=2)
141
+
142
+ st.success("Saved!")
143
+
144
+ # If it's a shader, update editor immediately
145
+ if new_comment["type"] == "shader":
146
+ st.experimental_rerun()
147
+
148
+ # Display all comments
149
+ for c in reversed(comments):
150
+ if c["type"] == "shader":
151
+ st.markdown(f"**{c['name']} added a new shader:**")
152
+ st.code(c["content"], language="glsl")
153
+ else:
154
+ st.markdown(f"**{c['name']}**: {c['content']}")